Non-synthetic races can't use asteroid mines and +flat production to all colony techs to increase their growth rate substantially, so it seems like the balance is in an OK spot currently imho. Note that you act like the 2.5 production from population that your bring with you is everything you get... It isn't, you get +1 from the colony capital, and if you grab the right early tech, +1 raw production to all colonies. Bringing 0.5 = 2.5 production, and you match the growth r
Bombbr
Doing the following replace in the "game" folder's xml files fixes the issue: Food -> FoodIncome
Base Game here. Food is broken. No bonuses affect it, only the farms base production themselves + adjacency bonuses. Bread basket = broken, Thin atmo = broken, Soil Enhancement = no bonus, racial food bonus/penalty does nothing, event bonus/penalty does not apply.
So I pop open the ship def's file, change the beam attack of the prototype elerium gun from 16 to 2 and relaunch the game, weapon still has 16 beam attack, am I missing a step? Never modded GC3 before. Does it HAVE to go in the mods folder under my documents/my games?
Base game here. Prototype elerium laser has 16 attack. The corresponding missle tier weapon is 3 attack and corresponding kinetic weapon is 2 attack. Somebody missed a decimal point. Thulium's description claims it is used in kinetic weapons, but that doesn't appear to be the case until the final tiers?
Food bonuses from racial bonus, planetary bonus, event, etc. don't seem to be working. The files seem to have some confusion between Food + FoodIncome.
Holy Cow! The AI isn't letting my culture flip their entire empire without resistance! It is SO MUCH BETTER! Thank you! But for real, I can play the Krynn again without feeling really dirty.
Bug Report: This concerns the amount of manufacturing contributed to a shipyard by planets. When the spending slider is 100% social manufacturing, the primary planet supporting the shipyard contributes 0, but distant ones (-12% penalty from distance, for example) contribute 1 each. Seems to be acting funny with negative numbers imo.
1. Economic stimulus and similar projects don't work if you have 0 social production. Maybe intended, but I don't think so? Fan reproduce by changing global slider to full military or the circle to full wealth/science. 2. The green dot on the spending circle for wealth does not line up. Probably resution or window size dependent. 3. Old bug that I would love to see fixed: at many medium zoom levels, and depending on camera tilt, half of the map has graphics, half is clot
Seems like nobody is really agains the slider being removed, and there isn't really a situation where you wouldn't 100% it to something. Why not just make it binary, choose a specialization in that screen and provide a +50% multiplier to that thing. I can't see how the AI would change THAT MUCH if you removed the wheel. THey must already plan based on the planet's specialized tiles and bonuses, right? Just increase the weights of those a bit and remove
The current planetary Budget system strikes me as incredibly simplified and micro-management heavy. While I understand that 3 planets, one each specialized in industry, economy, and research, should theoretically outperform 3 planets that are all generalized at 33/33/33, the current system actually precludes the option of ever even having a planet that specializes in more than one thing. If my planet has a +3 research zone, touching nothing else, and a +3 industry
Thanks. I did not notice the buildings upgrading to the higher tier, but they are in fact doing that. Seems very odd to have "basic factory" and "xeno farm" in the build list when "xeno" is essentially a tech level, and my labs should be at it. Unless I'm going crazy, Gal Civ 2 let you just build the newer structure directly, which is why I found this so odd.
I have researched the required technologies for xeno factories and xeno research laboratories some time ago, as well as Research Institutes now (upgrades xeno labs), but on my planets, i can only build "Research Laboratory" and "Basic Factory" (the starter versions of those buildings, 2 tech levels behind for labs, one for industry.) Known issue? Am I missing something? Any suggestions (new game likely to fix it?) New buildings like the technological c
It will matter, because they will take all the cities where your one dragon isn't, if you even survive to the point of getting dragons with all that "wasted" tech (in the going toe-to-toe with the AI sense) to get to dance with dragons early as you are implying. Why aren't you complaining about the spell of making? It isn't balanced. It is a spell that WINS THE GAME. Your dragons have nothing on that. If I can get spell of making befo
Also, somebody deserves a few rounds for "transitive property of dragon slaying." Brilliant.
The issue is he wants the game balanced around the difficulty he plays, instead of playing on a harder difficulty. If the devs make the game a "maximum challenge" on challenging, then why would we have any harder difficulties? Up the difficulty one step, the AI gets a small boost to economy, and they will no longer be fielding units equivalent to yours when you are fielding dragons. Playing with dense resources will almost always be a free win for the player, as the AI does
Fixed it! For any future people having this problem: The folder structure for improvements is as follows: Data> English > Core Improvements Inside this folder there are 8 improvements files that also appear inside a further subfolder called Only-SP (only single player maybe). When the game updated, it changed the files in Core Improvements, but not the ones in Only-SP. I copied the 8 .xml files over into the only-sp folder and I n
Upon inspecting the xml files (kingdom unlimited improvements), all the tags look to be correct. such as: ConstructionResourceCost AvailableSpecialists -5 and
Ok,done. No change other than it required a good 5 to 10 minutes to get past the splash screen. (I know, datazip remaking the data.zip file, stardock should really give you a visual indication that something is happening) But upon starting a new game, I still have the same old global mana but no population based economy buildings.
Maybe i misunderstood you, but I deleted the data.zip file in the data directory of my \games\elemental war of magic directory and had it rezip it upon running with no discernible difference compared to before. Same symptoms. Deleting any other other folder structures from my install directory seems to result in the game not loading up properly. Like the words don't load up on the menus, or it just crashes on startup. So I restored those files, and I seem to be right b
tried that too. I didn't keep any saves. I didn't keep anything. I completely removed all the files in all 3 locations stickied in this forum. Mods are disabled by default on installation (because I deleted the entire files, thus prefs was gone)
Just some of the more popular ones. Weapons mod, expanded factions, and adventure pack. All of which I already got rid of on last install, including both other awkward locations that elemental chooses to store things. Upon reinstall it still has the old improvements lit.
Not sure what my problem is here. I've been running elemental just fine since back in beta days, but after downloading a couple of mods, my Improvements list reverted back to the 1.09 improvements list. I'm still running 1.11, not 1.19. Its only my improvements. I have no beacon of hope available and all of the old improvements (workshop, etc) are back to not costing population but limited to one per city. Upon first encountering this problem, i did a full uninst